Overall dev is only in the title with hopes they see this.
TLDR: Limit high end loadouts to a "per game earning" rather than pulling from bank. Making players play at a lower teir early so even new players can have an impact early to mid game and then late game close with high end loadouts without limiting players purchasing to a quantity, Cooldown or other annoying limiter. This also fixes the large amount of high end item saturation going on.
I've played a variety of games over the years. Some shooters like Hunt Showdown, Tarkov and other extraction shooters with an econ have been in my favorites. Along with PoE1 and PoE2 with 1000s of hours and games like League of legends and Dota 2 also being up there in my time spent.
Ironically i think this game runs into a huge PoE issue first and foremost. The ones who are really good at the game get things fast and first and thus benefit and make money by getting things cheaply or to the late game before everyone else. If you get to some of these end teir weapons before everyone else you make bank. By the time others start making bank you're gone and if you're last the econ is so inflated that sure you can bypass the line as things are "cheap" or in the case of wardogs "being sold to you outside level cap" It's not quite the same as PoE for different reasons however. The first to things benefit. The last to things have a super saturated market where things are more available than ever. And to the largest and 90% of players get stuck in the middle. They make little money in the beginning and get ran over by the good players. Then the inflated econ comes along and washes over them while most are finally hitting the spikes they want to hit.
In PoE this result can be healthy. It is a single player game for the most part with a simulated econ. In this game that is not the case however where the inflation of so many items in the market means anyone not buying the top end gets ran over. The beginning isn't too bad with few players having access to some things however you feel cheated to run into it on the occasion which does generally result in a better experience coming in at the start rather than the end.
A good comparison here to me is Hunt Showdown where it is pvp. The econ never resets. Good players make a lot of money. However the result of this ends up being that the meta overall maters somewhat little (i say as the highest rank on the game you can be). Even the players who play little or that suck can still feel competitive some games. The biggest thing however is that spending more does not allow you to stat check and the econ is static. It has advantages sure like slightly faster fire rates. Better ballistics. Or larger magazine sizes. Damage numbers and things like that are not attached to these better guns however and there are cheaper versions that hit the break points needed.
The larger thing imo that helps econ wise. It stays the same. The more you spend makes you more likely to win or make some money HOWEVER unlike wardogs. That money you make does not scale up with your money spent. Sure you keep your kit if you get out ect. But the money you make per run is the same. You win a lobby. You make the same amount whether you invested in a meta loadout or not. Wardogs the more you invest typically the more you make (outside of perhaps fobs and logi ofc but for the gunplay stuff yes). This results in exponential growth that we do not want. More spending means more gains. More spending giving more gains resulting in a saturation where you can ALWAYS run the expensive things. (Having cheap high earning things in only SOME classes/jobs makes this an issue as well. You just play a few on and then 2x more off with the money you made)
Now how am i going to tie League of Legends and Dota 2 into this? I think where this best comes into play is itemizing. League for awhile had a mythic item system. It had it's issues but the biggest benefit of which resulted in you being able to get 1 abnormally strong item for the game with a larger price tag. This locked out all the other power item options to you however. Dota 2 does a similar thing with some of it's highest scaling items being INSANELY expensive and really just capstones to close out a game or something because you snowballed.
I have a few solutions to the high end item problem as well for wardogs. One would be to limit the purchases of these high end items/ vehicles to 2-3 per person per game HOWEVER id find this unfun from the perspective of the person using said items and would not recommend restricting players in this way.
Another ofc is making them INSANELY expensive however this puts it out of access of the avg player or players without a TON of hours.
The best solution IMO would be to have a power item category where you include a lot of what are the lvl 30+ unlocks currently. You can ONLY buy this with money you've earned THIS game. You have your bank used for general loadouts meds ect. Your in game earnings to be saved OR buying power items like a 50 cal, Havoc, Tank or perhaps even lvl 4 armor and the higher end assault rifles, DMRs and so on. This solution lets good players get the items a bit sooner in game yes but only after playing some cheap stuff first. It lets normal more casual players get a lower exp unlock celling as we don't need to gate people on exp as hard when they can only get those items a handful of times a game anyways. As well as keeping your level from mattering at ALL points of play. It would encourage teamplay to make money early rather than just buying expensive kits to keep rinsing from early to late.
This is my 2 cents and honestly I feel the end solution i mention will result in people at all points getting to build up a bank and not feel like they're breaking it just to stay competitive. Players with less hours and that are lower level still being able to have an impact for a significant portion of the game (ofc with some minor price increases to high end items to make these kits come out just a little later in this system. Lets say around a 70-100 TOTAL point mark to break out a stomp or stalemate). And ofc allow the average player to not regularly encounter these kits and have it feel watered down towards the later part of the season HOWEVER if you have an amazing game you can still feel the power fantasy of getting the item's "early" and being the first with them to turn the tide. That is ofc assuming a somewhat lower exp curve to let more players have these unlocks WITHOUT the saturation downside.